
Myg
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Everything posted by Myg
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lulz Was thinking more; the forever alone face wearing an xbox360 headset. epic.
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Happy Forever Alone Day (Forever Alone Song)
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Pics, or it didn't happen! lulz
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Nice to see some more O/S's get some love. Now if only there was a '1-click' install option for all that :-)
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*sniff* they were pretty fkin awsum bro! MOAR< NAO lulz
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Do you plan to make the new shp files yourself or are you just going to cannibalize everything from the other games? For a project like this your probably better off making/getting 3d models of historical tanks/planes/etc and converting their renders into images/shp files to properly serve the spirit of what you hope to do.
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C&C95 takes a short minute or two for its netcode to adapt to your latency. Try clicking around with units at the start of the game to get it working. Usually takes like 5-6 clicks on each side. Also make sure the game speed isn't set too high, it might cause big problems. Otherwise the directIP OR peer-to-peer mode should work fine if you both have the proper port forwarded and allowed through any firewalls/etc.
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Well, the system could still be used to patch the game/etc and help fix bugs bro, theres still plenty of em around. Like Load a skirmish game with nobase/ 50 units and tech level 1 with AI and enjoy a crash.
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Yea, NyerNet 4.0; coming to a captured Construction Yard near you!
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zzZzzzzZzzzz... Sorry, fell asleep reading the replies Totally awsome idea, talk to hifi about it. ZzzzZzzzZzz...
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Bleh, when ya do; gimme a shout: I'd love to see how Westwood represented them.
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C&C95 is not the most popular of games here, but its probably the most fun. I suggest hanging out in the chat and waiting for the regulars to come by and ask for a game. If you want C&C95 to be popular it might help to put a bit of time into it to help build the community, if you so desire and can afford the time.
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Haha, very cool. Its much better using the original art, even if frankensteinian instead of something that doesnt match :-) I like the first 3 the best.
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CncTube was a lame concept tbh, best off creating game specific channels on youtube like you lads are doing.
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True, thats because its not part of a database of shps or other files, its a representation of an internal value used further inside the engine. The N/NE/E is exactly what it means, it means the unit is currently facing that direction.
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lulz, I ain't trying to sell ya corn bro, just want you to add it to your ini files (if you want to), cause it seems your collecting a compendium of knowledge concerning the inner connectivity of the game bro and was thinking it might fill some gaps for ya :-)
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That makes a lot of sense Nyer, so whats the struct of a cell like?
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Thats what I meant, bro. Cheese, what do you think?
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Concerning the animation names, take a look at this enum I contructed from one of the exe's: public enum Effects { FBALL1, VEH_HIT2, FRAG1, FRAG3, VEH_HIT1, VEH_HIT2_, VEH_HIT3, ART_EXP1, NAPALM1, NAPALM2, NAPALM3, SMOKEY, PIFF, PIFFPIFF, FLAME_N, FLAME_NE, FLAME_E, FLAME_SE, FLAME_S, FLAME_SW, FLAME_W, FLAME_NW, CHEM_N, CHEM_NE, CHEM_E, CHEM_SE, CHEM_S, CHEM_SW, CHEM_W, CHEM_NW, FIRE3, FIRE2, FIRE1, FIRE4, GUNSITE, SMOKE_M, BURN_S, BURN_M, BURN_L, BURN_S1, BURN_M1, BURN_L1, SAMFIRE, SAMFIRE7, SAMFIRE6, SAMFIRE5, SAMFIRE4, SAMFIRE3, SAMFIRE2, SAMFIRE1, MINIGUN, MINIGUN7, MINIGUN6, MINIGUN5, MINIGUN4, MINIGUN3, MINIGUN2, MINIGUN1, SMOKLAND, IONSFX, ATOMSFX, DEVIATOR, DOLLAR, EARTH, EMPULSE, INVUN, MINE, RAPID, STEALTH2, MISSLE2, ARMORD, HEALTHD, LITENNGD, MORTARD, RADARD, TIMEQK2, UNCLOAKD, RELOAD, ATOMDOOR, MOVEFLSH, FLMSPT, TRIC, TREX, STEG, RAPT, CHEMBALL, TELEFX }; Look fimiliar? Your naming system is pretty accurate I must say.
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Have you never looked at one of the files generated when you get an OOS in C&C95? I suggest you do and look at the "facing:" data for any of the units listed.
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Yo Nyer, would like the submit the following for your ini file set: [Facing] 0=N 1=NE 2=E 3=SE 4=S 5=SW 6=W 7=NW - The index, which is stored as a byte, is the actual value contained in the unit data that determins In which direction it will leave a cell and is facing when it has arrived in the destination cell. It also seems to determine which index in the selected animation file for each weapon to use. At first I thought "FLAME-N" was a bit off because it would always point north, but taken in context of this; it makes sense. I also tested out the value 8, which seems to signify a U-Turn of sorts, but I can't confirm it right now. The [TurretFacing] Values are similiar to this, but use the values between 0-31; so I don't know exactly how to classify each one.
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Pichorra, if you want us to assist; please post a sample save file for analysis; otherwise I would reckon your just overthinking it and should assume its simpler then you expect it to be.